Randomized but simpler mechanics are just fundamentally more engaging when it comes to repetition vs. the scripted dance parties that define most of the harder content.
Randomized but simpler mechanics are just fundamentally more engaging when it comes to repetition vs. the scripted dance parties that define most of the harder content.
Completely agree. I wish they'd embrace more randomised encounter design or even just individual mechanics.
The cool thing is that it doesn't need to kill you to be fun (subjectively, I know), the mere fact that you have to actively think about it just makes it so much more engaging.
Solving the hearts phase is fun for me because it's something new every time. With time you practice the general skill of quickly recognising where and how fast the hearts flow and how to see safe spots on the fly, so you can plan your movement. But you have to recognise and plan nevertheless since you can't just memorise their positions.
It would be a possible solution to keep an aspect of novelty and demand active engagement by players with each run of a fight without having to rely on making it super difficult or a 10 minute body check, while preventing the design of a fixed choreography that is bound to grow stale once you have internalised it.
It could be implemented at all levels, casual, midcore and hardcore and (re-)vitalise repeatable content as a whole.
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